Shader: Group all shaders in one collective struct
Makes sharedstate.{cpp|h} a lot easier to read, and
adding new shaders a one liner.
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9 changed files with 48 additions and 83 deletions
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@ -65,22 +65,7 @@ struct SharedStatePrivate
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GLState _glState;
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SimpleShader simpleShader;
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SimpleColorShader simpleColorShader;
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SimpleAlphaShader simpleAlphaShader;
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SimpleSpriteShader simpleSpriteShader;
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SpriteShader spriteShader;
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PlaneShader planeShader;
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FlashMapShader flashMapShader;
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TransShader transShader;
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SimpleTransShader sTransShader;
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HueShader hueShader;
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BltShader bltShader;
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#ifdef RGSS2
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SimpleMatrixShader simpleMatrixShader;
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BlurShader blurShader;
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#endif
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ShaderSet shaders;
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TexPool texPool;
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FontPool fontPool;
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@ -192,26 +177,11 @@ GSATT(Graphics&, graphics)
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GSATT(Input&, input)
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GSATT(Audio&, audio)
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GSATT(GLState&, _glState)
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GSATT(SimpleShader&, simpleShader)
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GSATT(SimpleColorShader&, simpleColorShader)
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GSATT(SimpleAlphaShader&, simpleAlphaShader)
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GSATT(SimpleSpriteShader&, simpleSpriteShader)
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GSATT(SpriteShader&, spriteShader)
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GSATT(PlaneShader&, planeShader)
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GSATT(FlashMapShader&, flashMapShader)
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GSATT(TransShader&, transShader)
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GSATT(SimpleTransShader&, sTransShader)
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GSATT(HueShader&, hueShader)
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GSATT(BltShader&, bltShader)
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GSATT(ShaderSet&, shaders)
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GSATT(TexPool&, texPool)
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GSATT(FontPool&, fontPool)
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GSATT(Quad&, gpQuad)
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#ifdef RGSS2
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GSATT(SimpleMatrixShader&, simpleMatrixShader)
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GSATT(BlurShader&, blurShader)
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#endif
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void SharedState::setBindingData(void *data)
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{
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p->bindingData = data;
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